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The following alphabetized, comprehensive list of skills is for Liberal Crime Squad 4.03.1 (SVN Revision 495). Veracity of this page is not guaranteed, so if you find any errors, please correct them.

Note many of the following skills can be increased by taking courses at the University, by speaking with others who know them, and through interrogations.EXAMPLE: Hippie Bob tries to convince Lawyer Dan to join the Liberal Crime Squad by talking about the issues. Dan has knowledge of Law, so Bob learns more about Law during their discussions.

For a breakdown of every weapon in the game, along with the Skill by which it is governed, gander at this table.

The skills are all alphabetized even though alphabetizing things is quite Conservative. However, they come equipped with witty Liberal descriptions.

All of the information below needs to be verified and is probably incomplete:

Here are a few skills from older versions that no longer exist at all:CookingImprov Melee (originally called Improvised Weapons - weapons using it were reshuffled to other skills, mostly Club)Leadership (the recruitment cap is now just taken care of by Juice)SurvivalTheft (originally called Sleight of Hand)

Here are some skills that were renamed from older versions:Dodge used to be TacticsHeavy Weapons used to be FlamethrowerMartial Arts used to be Hand to HandPsychology used to be InterrogationTailoring used to be Garment Making

The following skills are used by Conservatives to resist brainwashing:BusinessPsychologyReligionScience

The following skills make recruiting easier:BusinessLawReligionScience

The following skills require at least one skill point to learn by doing:First AidSecurity

The following skills automatically fail if you have no points in them:First AidSecurityPsychologyLawComputersMusicArtReligionScienceBusinessTeaching

The following skills cannot be learned by doing even if you have a skill point:Religion

Training skills

In LCS, skills are normally trained through use.

Training a skill takes 100 skill experience points, plus 10 points for each rank within the skill. Skills only increase in rank when a day finishes. If you obtain a large amount of skill experience within a day, it remains capped at the mid-point for the next rank.

Skill rolls

The skill system is best visualized by thinking about a 3d6 system used in table-top games. In such a system, you get three six-sided dice, and roll to get the best result.

LCS makes a few tweaks to this system, but the concept is close enough. To get the skill result, make the following steps:

Obtain the base skill value.

Obtain half the associated attribute to the skill (capping at skill+3), and add it to the base skill.

For each three points in the combined skill value, you earn 1 die. If there is a remainder, you get a 3-sided die for 1 point, and 5-sided for 2 points.

Roll the dice, and keep the top three numbers.

Apply any remaining situational modifiers

You will now have a result between 1-18, based on the total value.

Attribute checks are made in the same fashion, except that only the attribute value is used.